Corruption by frenchie

[raw]
made by frenchie for Ludum Dare 46 (COMPO)

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Defeat the mind to save the heart! An action platformer boss fight!

Controls: - Left / Right Arrows - Move - X - Jump / Wall Jump - C - Attack

Tips: - To wall jump, press jump while next to a wall - If you move towards a wall while next to it you'll slide slowly down it - Wall jumping results in a faster and farther jump than ground jumping - You can spam jump to quickly wall jump between two walls

Post-Compo Changes: - Graphics: background, hand trails, sprites V2, squash & stretch, screen shake, more and better pulses - Movement: coyote time, bugfix: wall jump while grounded, buffer jump input, grace distance for wall jump, up arrow can jump - Boss: made hand movement more consistent, better player knockback, audio for hand arrival - Added restart option at end - Added version text

Enjoy the game? Follow me for more gamedev!

Ratings

Overall 590th 3.368⭐ 21πŸ§‘β€βš–οΈ
Fun 336th 3.526⭐ 21πŸ§‘β€βš–οΈ
Innovation 422th 3.421⭐ 21πŸ§‘β€βš–οΈ
Theme 971th 2.921⭐ 21πŸ§‘β€βš–οΈ
Graphics 574th 3.368⭐ 21πŸ§‘β€βš–οΈ
Audio 513th 3.053⭐ 21πŸ§‘β€βš–οΈ
Mood 377th 3.389⭐ 20πŸ§‘β€βš–οΈ
Given 17πŸ—³οΈ 12πŸ—¨οΈ

Feedback

🎀 frenchie
20. Apr 2020 Β· 08:20 UTC
My current speedrun record is 157 seconds. Can you beat it?!
Devesh Sharma
21. Apr 2020 Β· 16:27 UTC
Dude, this game has a weirdly too good feel,I don't know why but I felt so good playing it, Good graphics for the player and heart, honestly, the monster wasn't so good.BTW you should really do pixel shading in all you sprites, just pick a lighter color and paint on the right for a width of 1-2 pixels and same on the left with a darker color, it makes alot of difference,trust me.

One thing tho, I HATE to see devs opt in humor when their game is not even funny, I am really disappointed by seeing this in alot of games, dude, please, just opt out./
🎀 frenchie
21. Apr 2020 Β· 16:41 UTC
@devesh-sharma thanks for the great feedback! You're right about humor - I just wasn't thinking straight when I submitted. I removed the category πŸ™‚

As for the sprites / art, I agree there's a lot of room for improvement. You can tell which sprites I spent more time on πŸ˜‰ I'm working on a post-compo version with better controls / graphics!
Alexey Akulovich
24. Apr 2020 Β· 10:30 UTC
It’s too hard to climb a fist. I cannot understand two-button control o_O

Pretty good music and player & heart graphics, but all the rest isn't good (
sayumeki
24. Apr 2020 Β· 13:45 UTC
Solidly made! I think you've got a fun core here - I like the "puzzleish" feel of figuring out how to climb to the boss as fast as possible, and your game recognizes well when to reset the hands. I liked the particle and ripple effect of the heart also.

I feel like the wall jump is a little finicky still, and in particular shouldn't activate on the ground - but I still had a lot of fun with the game. Keep it up!
🎀 frenchie
27. Apr 2020 Β· 07:02 UTC
@alexey-akulovich Thanks for the honest feedback! I made some changes in the post-compo version to make jumping easier. Does it fix what made it too hard or is there something else? I also added some tips that help explain how to play.

@sayumeki thanks for playing! Yeah the jumping had room for improvement and the wall jump from ground was a bug (don't check KeyDown in FixedUpdate since KeyDown is only refreshed in Update). I made a lot of improvements in the post-compo version!
IDidGame
28. Apr 2020 Β· 08:21 UTC
the puzzle boss type setup is really cool, great idea that lets you do more with less
movement is missing some of the "special sauce" a lot of modern platformers are using which i see you've been working on in your post compo
i stopped at the level where the hands were floating left and the head on the right side, i guess you would have to wall jump off the top left hand but half the time the wall jump would not work because the hands were moving
overall pretty fun!
Matootsy
28. Apr 2020 Β· 12:50 UTC
Not really in the theme (the heart could not be damaged) but it's good to be sure to stay alive in this kind of difficult boss situation. The patterns with the hands are very interesting. At one time I didn't have patience to continue after always falling down in the up right corner when the head is up left. Perhaps the jump could be a bit polished. But I had fun to test it.
🎀 frenchie
29. Apr 2020 Β· 04:57 UTC
@ididgame did you try the movement in the post-compo version? I'm curious what other "special sauce" is missing :smiley: You had the right idea for that level! You can also jump off the left wall, but you can't always cross the gap that way.

@matootsy yeah, my original concept had the heart playing a more central role but I couldn't quite find a way to make it work. I polished the jump a bit in the post-compo version. Are you still having trouble there?
zillix
29. Apr 2020 Β· 05:17 UTC
Really enjoyed the puzzle elements baked into the boss fight; even in the compo version I had a lot of fun controlling the character and was able to beat the game! The music could probably have used a bit of variety.
Great work!
🎀 frenchie
29. Apr 2020 Β· 05:21 UTC
@zillix woohoo! Nice job beating it! :smile:
INCD021
29. Apr 2020 Β· 08:17 UTC
Love it.. Just as frustrating as it should be. :smile: Love the controls. Great job :thumbsup:
Aurel300
30. Apr 2020 Β· 18:55 UTC
I found this one first via itch.io, so I accidentally played the post-compo version first. I replayed the original, which as far as I can tell only has graphics improvements? The gameplay is pretty nice, although I am not sure the theme shows here. Really I am killing a boss. I guess I am keeping the heart alive but it seems not much more than just a slightly strange HP indicator. It would be good if the heart played a role in the gameplay; now I see you already said that in a previous comment :) How convenient that this megabrain is using its hands to aid us!

(By the way, you should set your itch.io page to link to here.)
🎀 frenchie
03. May 2020 Β· 08:27 UTC
@incd021 thanks! :smile:

@aurel300 there's a changelog at the top if you want to see the differences :smiley: It's mostly graphics and movement tweaks. Thanks for pointing out the missing link! Added!
blay09
08. May 2020 Β· 06:17 UTC
I really like the idea of a boss fight meets jumping puzzle, it was fun.

I think there needs to be some grace periods with jumps and walljumps - sometimes when I'd jump while holding left or right it would just walk off the platform. But reading up you already seem to have fixed that in the post-compo version. I also had to turn off the music after a bit as it got too repetitive for me. Overall a nice entry!
Tim Eriksen
08. May 2020 Β· 06:51 UTC
Cool game! The jumping controls were a bit tricky to get the hang of at first, but I really liked the jumping puzzles. They are varied and feel polished.
Pavel Kouril
08. May 2020 Β· 06:57 UTC
At first, the jumping got a while to get used to, because I don't really play platformers - but it was a nice fun game. :)
BlipBloop
08. May 2020 Β· 22:34 UTC
The jumping was a bit rough (might need some more coyote time!) but I really like the puzzle aspect of this one! I couldn't tell how much hp I had or if I could take damage at all. But I had a surprising amount of fun and am now kinda addicting to the speedy platforming!